Fear Aura (Su): Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the lich’s level. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours.

Paralyzing Touch (Su): Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description, page 203 of the Player’s Handbook). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.

Curse Touch (Su): Traits of emerald energy occasionally travel across Larloch’s body. These manifestations are a side effect of the defensive curses he protects himself with. If he touches a creature or is struck by a touch attack or unarmed strike, the target creature or attacking creature is affected by a bestow curse spell (saving throw still apply). In addition to the possible curses listed in the PHB, Larloch’s curses can also cause the target creature to assume a withered and horrific appearance, or make them appear rotting and covered in sores. Some of Larloch’s curses take effect days after this contact. A creature trying to remove one of these curses must make a caster level check to succeed, even with spells such as remove curse.

Coldfire (Su): The lich can produce balls of cold, blue-green fire that deal 3d10 points of negative energy damage. The lich can use a full attack action to throw two balls of coldfire in a round (the second missile’s attack bonus decreases by 5). The range increment for these missiles is 15 feet.

Despair (Su): The touch of certain liches, in addition to dealing damage, has the effect of an emotion (despair) spell: Victims must make a Will save or suffer a –2 morale penalty on saving throws, attack rolls, skill and ability checks, and weapon damage rolls for the duration of the encounter.

Doom Gaze (Su): The lich can slay with a glance, at a range of 30 feet. Living creatures who meet the lich’s gaze must succeed at a Fortitude save or die.

Dream Haunting (Su): The lich can visit the dreams of any individual whose exact location is known to it. The sleeper experiences tormenting dreams and suffers 1 point of permanent Constitution drain upon awakening (Will save negates). A sleeper reduced to a Constitution score of 0 dies.

Grasp of Death (Su): Once per day, the lich can surround its hands in a nimbus of black flame that remains until the lich touches someone. A character touched by the lich (with a melee touch attack roll) must make a successful Fortitude save or die instantly.

Grasp of Enfeeblement (Su): The lich can weaken a foe by making a special touch attack. The affected opponent must succeed at a Fortitude save or take 2d4 points of temporary Strength damage.

Painwrack Gaze (Su): Any creature that makes eye contact with the lich takes 2d10 points of damage from severe, muscle-wrenching pain. A successful Fortitude save allows a character to avoid the lich’s gaze.

Voice of Maleficence (Sp): If the lich speaks to a victim for 10 full minutes, the subject must make a Will save or fall into a sleepy trance. While in this trance state, the character answers truthfully any question the lich asks. The victim may attempt a new saving throw every hour, but for each consecutive hour the lich talks to the victim, the saving throw DC increases by 1.

Special Qualities:

Immunities (Ex): Larloch is immune to cold, electricity, polymorph (though he can use polymorph effects on himself), and mind-affecting attacks, (charms, compulsions, phantasms, patterns, and morale effects). Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability drain, or energy drains. Immune to damage to his physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Not at risk of death from massive damage, but when reduced to 0 hit points or less, he is immediately destroyed. So far, no psionic powers have ever affected Larloch. Larloch is furthermore immune to one spell per level: Magic missile, , fireball, Eward’s black tentacles, cone of cold, disintegrate, level 7, sunburst, level 9.

Silver Vulnerability (Ex): Larloch suffers double damage from silver weapons. This unique vulnerability is a side effect of some of the permanent magical alterations he has made to his body.

Darkvision (Ex): Larloch has darkvision out to 60 feet.

Wish (Su): Through lengthy rituals and tedious experimentation Larloch has gained the ability to use the wish spell as a supernatural ability at will.

Spell Reflection (Su): Through epic magic rituals, Larloch is continuously protected by a permanent spell turning effect, reflecting all spells and spell-like abilities targeting him, back at the caster.

Spell-Like Abilities: Through the use of wish spells and lengthy rituals (Each of which cost him a spell slot of levels 1st-9th), Larloch can use each of the following spells once per day as a spell-like ability: Magic missile, web, dispel magic, arcane eye, animate dead, chain lightning, control undead, devastate undead and energy drain.

It might help if you found some prestige classes for him prior to epic level.

Perhaps make it simple and give him Incantatrix... and take Spell Reprieve, Item Reprieve and Arcane Transfiguration to get back the school you prohibited taking the class.... and the 4 bonus metamagic feats you get from the first 10 levels of the class will make it up.

It might help if you found some prestige classes for him prior to epic level.

Perhaps make it simple and give him Incantatrix... and take Spell Reprieve, Item Reprieve and Arcane Transfiguration to get back the school you prohibited taking the class.... and the 4 bonus metamagic feats you get from the first 10 levels of the class will make it up.

Thank you for your comments. After folowing the Candlekeep forums for some years now, I have gathered that Ed Greenwood thinks Larloch is more like level 46 so I have made him level 47.

Andion Isurand

2014-04-10, 10:15 PM

Makes me wonder where that puts Ioulaum.

Melcar

2014-04-11, 03:31 AM

Makes me wonder where that puts Ioulaum.

What I have understood he basically abandoned magic when seeing how fragile it was, when Mystryl died. So I think he's stil "just" level 41 wiz. I have also understood that he is doing he own thing and that we can only speculate on what scemes he might be devising.

Max Caysey

2014-04-13, 02:33 PM

Your Larloch is bad ass. Not sure how I feel about the 100+ feats you have given him, but he seems to fit the bill. Just remember to give him some nasty home brew necro spells: Enevasion, mass comes to mind. Or mass vampiric touch or even a greater vampiric touch. And some SICK epic spells that matches his ultra lich status. .

Melcar

2014-04-15, 03:43 AM

Thanks for the answers... Any further comments are welcome.

Scots Dragon

2014-04-15, 04:11 AM

It might help if you found some prestige classes for him prior to epic level.

Perhaps make it simple and give him Incantatrix... and take Spell Reprieve, Item Reprieve and Arcane Transfiguration to get back the school you prohibited taking the class.... and the 4 bonus metamagic feats you get from the first 10 levels of the class will make it up.

I actually really recommend avoiding this.

The incantatrix is not some sort of generic prestige class offering bonuses to metamagic, but actually something with specific Forgotten Realms lore and fluff attached to it. And it's a selection of lore and fluff options which do not actually apply to Larloch, at least not directly. A much better option would be loremaster, at least when it comes to representing the fact that Larloch is a keeper of vast and unfathomable knowledge. The incantatrix also did not exist back in the age of Old Netheril.

Also, I would avoid the Netherese Arcanist prestige class since that also seems to be rather ill-fitting as concepts go. The class only really represents someone trying to recreate the magic of old Netheril, and imposes a degree of specialisation that does not fit for Larloch's current form.

A much better option is something like a wizard 10/loremaster* 27/archmage 5

* you can of course substitute ten levels of loremaster with levels of another appropriate prestige class, but only if it's appropriate. If you're feeling potential doubt, it's probably not appropriate.

Personally I feel that the rules in no way does hin justice. Thats the reason why I have giving more than 100 feats. This could be redused to about half if I were to be more rule stricked, but here I have tried to give him what I think he needs to have, based on what I have read about him on different forums. Just t give an explination for the crazyness.

This does not mean, however, that I dont reflect and appresiate all the comments. Especially the class selection.